/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#ifndef SOUNDENGINEQAUDIO_H
#define SOUNDENGINEQAUDIO_H

#include "defines.h"

#include <QBuffer>

#include "soundengine.h"

class SoundEngineQAudio : public QObject
{
    Q_OBJECT
#ifdef SMASHMINER_CONFIG_ENABLE_SOUND_ENGINE_QAUDIO

public:
    explicit SoundEngineQAudio(QObject *parent = 0);
    ~SoundEngineQAudio();

    void reset();

    qint64 dataDuration() const;

    void play(SoundEffectType);

    void addEffectBuffer(SoundEffectType effectType, QByteArray *buffer);

    void setSoundLength(SoundEffectType effectType, qint64 length);

    void setAudioFormat(const QAudioFormat &);

    QAudioOutput* audioOutput();

    void setAudioOutput(QAudioOutput *audioOutput);

signals:
    void stateChanged(QAudio::State);

private slots:
    void audioNotify();
    void audioStateChanged(QAudio::State);

 private:
    void stopPlayback();
    void setState(QAudio::State);
    void setPlayPosition(qint64);

    static qint64 audioDuration(const QAudioFormat &, qint64);

private:

    /// Sound effects data array
    QByteArray *soundsBufferArray[NumberOfSounds];
    /// Sound effects length array
    qint64 soundsLengthArray[NumberOfSounds];
    /// Status of the sound engine
    QAudio::State state;
    /// Audio format of the output
    QAudioFormat audioFormat;
    /// Output audio device
    QAudioOutput *audioOutputDevice;
    /// Current playback position as microseconds
    qint64 playPosition;
    /// Audio output device
    QBuffer audioOutputIODevice;
    /// Lenght of currently playing sound data
    qint64 dataLength;

#endif  // SMASHMINER_CONFIG_ENABLE_SOUND_ENGINE_QAUDIO

};
#endif  // SOUNDENGINEQAUDIO_H
